Playing The Doorman against Ivy
Everything below is generated for Deadlock patch 09-16-2026 from Ivy's current kit, a kit-based model and a mechanics rule base. Each line carries its own confidence label.
Quick summary
- Threat
- Moderate threat
- Main problem
- Air Drop delivers a burst hero directly on top of your backline from a vertical angle your cover does not protect against, with a barrier and a damage buff attached
- Your main advantage
- You win the range game (The Doorman 2/3 against Ivy 1/3).
- Primary rule
- Do not commit before Stone Form is gone. Stone Form first — it is her only reliable defensive cooldown. Show a burst threat, make her use it, then engage on the landing when she has no invulnerability and no heal
- Key item
-
Arctic Blast — Ivy gives this team real gap closers and escapes. Buy to lock down a mobile enemy team or to peel a dive off your backline — the stamina freeze stops them dashing out.
Strategic No measured result for this specific pairing, so this rating comes from the kit model: 3.4/12 pressure. The largest single factor is their sustain — Ivy sustain 2/3 — healing you have to out-pace or shut off. Derived from trait ratings. Shown because this pairing was not in the harvested win-rate dataset.
What should I do right now?
Before lane
Do
- Plan for Arctic Blast — know which tier it sits in so you are not improvising at the shop.
- Know what Stone Form looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Ivy's engage range.
During lane
Do
- Solo she only gets half the Kudzu Connection bonuses before tier 3, so her power is partner-dependent
- Low burst — she cannot punish a mistake quickly, only grind
- 24 damage per shot is heavy per-bullet value, so he last-hits and denies comfortably despite low overall DPS
Avoid
- Entangling Thorns clears the wave and denies the orb area at the same time
- Kudzu Connection's fire rate and bullet lifesteal make her duo lane trades favourable and self-sustaining
Mid game
Do
- Their first real spike is ult unlock — respect it from that point, not before.
- Your spike is 2 AP into Luggage Cart: +25m cast range (20m to 45m) converts it from a close-range tool into a long-range initiation that he can use without exposing himself
Avoid
- Taking an even fight against Ivy on their spike timing when you could take the same fight ten minutes later on yours.
Teamfights
Do
- Watch for Air Drop. Damage her before she casts — taking damage briefly disables the ability, so constant chip pressure denies it outright
- Buy Knockdown for Air Drop — it drops her and the carried ally out of the sky and cancels the delivery entirely
Avoid
- Spending your own escape before Stone Form is on cooldown.
Abilities to watch
- Air Drop Ultimate
This is the ability that actually kills you — tier 2 adds a slow on the drop; tier 3 adds a silence. Everything else in the kit is set up by it.
- Damage her before she casts — taking damage briefly disables the ability, so constant chip pressure denies it outright
- Knockdown hits her and the carried ally out of the sky, cancelling the whole delivery
- Watch the sky when she is off-screen: the drop is telegraphed by the flight path, so spread out and deny the landing angle
- Stone Form Ability 3
This is the ability that actually kills you — area stun on landing; tier 3 extends the stun duration. Everything else in the kit is set up by it.
- Do not keep shooting a hero in Stone Form — she is impervious and you are wasting a magazine; disengage and reset instead
- The landing radius is only about 5.75m, so simply stepping back out of it denies the stun entirely
- Unstoppable pre-cast makes the landing stun irrelevant
- Entangling Thorns Ability 1
This is the ability that actually kills you — movement slow; tier 3 upgrades the effect to an immobilize. Everything else in the kit is set up by it.
- It is a static circle with a visible model — leave the radius rather than trading inside it
- Before tier 3 it is only a slow; push through it rather than retreating, since walking backwards through the patch takes the most ticks
- Dispel Magic clears the slow, and the tier-3 immobilize, in one press
- Kudzu Connection Ability 2
The mechanical core of her support identity — it makes one chosen ally meaningfully stronger for the whole fight and gives Ivy the gun uptime she otherwise lacks.
- Break the pair's line of sight — forcing them around separate corners cuts the buff before tier 3
- Focus the linked ally, not Ivy: killing the buffed target removes most of the value and Ivy's own bonus halves
- Anti-heal (Napalm tier 3, Decay, Cursed Relic) is disproportionately effective because the lifesteal and replicated healing are the link's main payoff
Abilities to bait — in this order
- 1. Stone Form
Stone Form first — it is her only reliable defensive cooldown. Show a burst threat, make her use it, then engage on the landing when she has no invulnerability and no heal
- 2. Air Drop
Air Drop next: force it defensively as an extraction rather than letting her use it as an engage. An Air Drop spent pulling an ally out of a losing fight is an Air Drop that is not landing on your backline
- 3. Entangling Thorns
Entangling Thorns third — make her place it on the wave or on a durable frontliner so the tier-3 immobilize is not available for your carry
Matchup overview
- Their structural weakness: Very low burst; she cannot convert a short window into a kill on her own Why this is shown: Ivy's weaknesses. Strong evidence
- Their structural weakness: Air Drop is disabled briefly after she takes damage, so it is a proactive tool and not a panic button Why this is shown: Ivy's weaknesses. Strong evidence
- Their structural weakness: Her value is heavily tied to having a competent linked ally and a correct target for the drop Why this is shown: Ivy's weaknesses. Strong evidence
What they do against you
- Air Drop delivers a burst hero directly on top of your backline from a vertical angle your cover does not protect against, with a barrier and a damage buff attached Why this is shown: Authored from Ivy's kit. Strong evidence
- Air Drop tier 3 silences on the drop, which ends a channelled ultimate the instant she lands on you Why this is shown: Authored from Ivy's kit. Strong evidence
- Entangling Thorns tier 3 immobilizes you in place while her gun and her linked ally's gun pour into you Why this is shown: Authored from Ivy's kit. Strong evidence
- Kudzu Connection means the ally you are fighting is permanently stronger than their base kit — you are effectively fighting a buffed carry, not a normal one Why this is shown: Authored from Ivy's kit. Strong evidence
- Stone Form eats your entire burst window while healing her, then stuns you when it ends Why this is shown: Authored from Ivy's kit. Strong evidence
- Ivy can silence, which means your escape is only real if it is already active. Pre-empt rather than react: if you are walking into a position where the silence lands, your defensive cooldown should be spent getting out of that position, not saved for after. Why this is shown: Silence prevents ability and item use, invalidating reactive defensive cooldowns. Strong evidence
How you counter them
- Buy Knockdown for Air Drop — it drops her and the carried ally out of the sky and cancels the delivery entirely Why this is shown: Authored counterplay against Ivy. Strong evidence
- Apply constant chip damage: taking damage briefly disables Air Drop, so pressured Ivy simply cannot cast her ult Why this is shown: Authored counterplay against Ivy. Strong evidence
- Stop shooting during Stone Form (she is impervious) and instead back out of the roughly 5.75m landing radius so the stun whiffs Why this is shown: Authored counterplay against Ivy. Strong evidence
- Break the Kudzu Connection pair's line of sight before tier 3 by forcing them around separate corners, and focus the buffed ally rather than Ivy Why this is shown: Authored counterplay against Ivy. Strong evidence
- Stack anti-heal — Napalm tier 3, Decay or Cursed Relic — because the bullet lifesteal, replicated healing and Stone Form heal are her whole sustain package Why this is shown: Authored counterplay against Ivy. Strong evidence
- Spread out on objectives so Entangling Thorns cannot hit multiple people and Air Drop has no clustered landing target Why this is shown: Authored counterplay against Ivy. Strong evidence
- Against Ivy the item that changes the matchup is Slowing Hex, and not for the slow. It silences movement abilities and movement items — that is their dash, their blink, their Warp Stone and their Phantom Strike all turned off at once — and raises their gravity to 120% on top. At Tier II Spirit for 1,600 it is the cheapest way to convert a mobility advantage into a stationary target, and you deal the spirit damage needed to apply the follow-up. Why this is shown: Slowing Hex (T2 Spirit, 1,600) slows, applies 120% gravity, and silences movement abilities and movement items. Strong evidence
- Air Drop is one cast aimed at one person and that person is likely you, which changes the shape of the answer. Effective health is the wrong axis — a hero who can pick you out of a fight will simply wait until the number is beatable. Counterspell negates a single ability outright, which against a one-cast threat is a hundred percent mitigation for 3,200, and the read is easier than it sounds because a single-target ultimate has to be aimed at you to work. Why this is shown: Counterspell negates one ability; enemy single-target ultimate against a hero with durability 0-1. Strategic
Trading
- Whenever she has recently taken damage — Air Drop is locked out, so she has no flight and no escape Why this is shown: Ivy's vulnerability windows. Strong evidence
- The entire Stone Form duration if you disengage instead of shooting: she is immobile and you get a free reposition Why this is shown: Ivy's vulnerability windows. Strong evidence
- Mid-flight during Air Drop — she and her passenger are a slow, visible, committed target for Knockdown or hitscan tracking Why this is shown: Ivy's vulnerability windows. Strong evidence
- Her 2.44s reload on a 33-round magazine is one of the longer reloads in the group Why this is shown: Ivy's vulnerability windows. Strong evidence
- Any fight where her linked ally has died — she drops to half Kudzu Connection value and has almost no independent kill pressure Why this is shown: Ivy's vulnerability windows. Strong evidence
- Your weapon has travel time and Ivy is fast enough to make that matter. Lead into where their movement is constrained rather than where they are — the closer the fight, the less your projectile speed costs you. Why this is shown: Projectile weapon against a mobility 3 opponent. Strategic
Laning
- What they want in lane: Entangling Thorns clears the wave and denies the orb area at the same time Why this is shown: Ivy's laning strengths. Strong evidence
- What they want in lane: Kudzu Connection's fire rate and bullet lifesteal make her duo lane trades favourable and self-sustaining Why this is shown: Ivy's laning strengths. Strong evidence
- What you can take from them in lane: Solo she only gets half the Kudzu Connection bonuses before tier 3, so her power is partner-dependent Why this is shown: Ivy's laning weaknesses. Strong evidence
- What you can take from them in lane: Low burst — she cannot punish a mistake quickly, only grind Why this is shown: Ivy's laning weaknesses. Strong evidence
- Your lever: 24 damage per shot is heavy per-bullet value, so he last-hits and denies comfortably despite low overall DPS Why this is shown: The Doorman's laning strengths. Strong evidence
- Confirming and denying a soul orb is a hit-check, not a damage-check — one bullet or one pellet takes it regardless of how much damage it does. That is good news for you in the abstract and bad news against Ivy specifically, because your projectile has travel time and their hitscan does not. On the contested floating orb you have to pre-fire: start the shot before the trooper dies and lead the orb's spawn point, because if you both react at the same instant they win every time. Why this is shown: Soul confirm/deny resolves on hit rather than damage; projectile travel time versus a hitscan opponent. Strong evidence
Mid game
- Their spike — ult unlock: Air Drop turns every fight into one her team can start from an angle the enemy cannot defend Why this is shown: Ivy's power spike timeline. Strong evidence
- Their spike — Kudzu Connection tier 3: The connection becomes always-on, so the buff no longer depends on holding line of sight Why this is shown: Ivy's power spike timeline. Strong evidence
- Their spike — Entangling Thorns tier 3: The slow becomes an immobilize, upgrading her from soft CC to a genuine lockdown setter Why this is shown: Ivy's power spike timeline. Strong evidence
- Their spike — Air Drop tier 3: The silence on drop shuts down channelled ultimates on arrival Why this is shown: Ivy's power spike timeline. Strong evidence
- Your spike — 2 AP into Luggage Cart: +25m cast range (20m to 45m) converts it from a close-range tool into a long-range initiation that he can use without exposing himself Why this is shown: The Doorman's power spike timeline. Strong evidence
- Your spike — ult unlock: Hotel Guest turns every fight into a potential 5v4 and gives him a way to remove the single hero his team cannot handle Why this is shown: The Doorman's power spike timeline. Strong evidence
- The first Unstable Rift lands around 11:00 and then every 7 minutes, and Ivy beats you in exactly the fight it creates. Use the telegraph: a world-only visual appears on a random side-lane bridge roughly 60 seconds before the global announcement and map marker, which is the single biggest piece of free information in the mid game. Spend those 60 seconds either grouping or deliberately taking something elsewhere — the one thing you cannot afford is arriving at a Rift bridge late and alone. Why this is shown: First Unstable Rift ~11:00 (±1 min) then every 7 minutes; ~60s world-visual warning precedes the global announcement. Strong evidence
- Ivy will be their Urn runner and you are the one who can stop it. The Urn cannot be voluntarily dropped — it comes loose only on melee, a stun, or death — so chip damage and slows do not deny a delivery, your hard CC does. Hold it for the carry rather than spending it on the approach fight, and note the favoured team gets +50% Bullet and Spirit Resist in a 60m bubble while carrying and depositing, which is why trying to burst the runner down usually fails. Why this is shown: Urn cannot be voluntarily dropped, only knocked loose by melee, stun or death; +50% resist aura in 60m for the favoured team. Verified
Positioning
- Fight Ivy under cover — indoors, under walkways, inside stairwells. Taking away the vertical axis removes most of their kit's value before you spend a single item slot on it. Why this is shown: Reasoned from air-mobility kits requiring open vertical space. Strategic
- Ivy wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Why this is shown: Zone-control kits convert space into damage; positioning must precede the cast. Strategic
Build adjustments
- You deal spirit damage, so Healbane is the cheaper and more reliable anti-heal against Ivy — it lands off your abilities at T2 rather than asking you to sustain gunfire you are not built for. Why this is shown: Spirit-applied anti-heal triggers on spirit damage; Healbane is T2 vs Toxic Bullets T3. Strong evidence
- Ivy fights from the air, which is exactly what Knockdown exists for: it applies +100% gravity to an airborne target (raised from +50% in March 2026) and its stun scales with altitude, up to about +1.5s at 30m. The higher they commit, the harder the punish — and Debuff Resist will not shorten that stun for them. Why this is shown: Knockdown airborne gravity and altitude-scaled stun, 6 March 2026 change. Verified
- Do not assume Ivy shrugs off your anti-heal by going immune. Unstoppable explicitly does not suppress healing reduction — if you have the debuff on them before they pop it, they are still healing at the reduced rate through the whole window. Why this is shown: Documented mechanic: Unstoppable does not suppress healing reduction. Verified
- Your escape is a big part of why you survive fights, and Ivy can turn it off. Debuff Resist shortens the lockout, and a cleanse removes it outright — one of the two is worth a slot specifically because of this hero. Why this is shown: Hero with escape 2+ facing a silence; Debuff Resist shortens, cleanse removes. Strategic
- Arctic Blast (spirit T4) — Ivy gives this team real gap closers and escapes. Buy to lock down a mobile enemy team or to peel a dive off your backline — the stamina freeze stops them dashing out. Why this is shown: Answers: enemy-mobility, enemy-air-mobility, enemy-zone-control, enemy-dive. Verified
- Debuff Reducer (vitality T2) — Ivy gives this team real stuns and hard cc. The standard early buy when the enemy team chains crowd control; it is also the component for Spellbreaker and Unstoppable. Why this is shown: Answers: enemy-hard-cc, enemy-silence, enemy-slow. Verified
- Dispel Magic (vitality T3) — Ivy gives this team real silences and ability denial. Buy when enemy debuffs — slows, silences, anti-heal, disarms, hexes — are what is killing you rather than raw damage. Why this is shown: Answers: enemy-silence, enemy-zone-control, enemy-slow. Verified
Common mistakes
- The specific error is walking into Ivy's area denial after it is already down, because your team is in there and you feel late. You are slow enough that entering a committed zone is a one-way decision — you will be inside it for its full duration, not for the two seconds you intended. Arrive before the zone or arrive from the other side of it; arriving into it is how this matchup is lost even when your team wins the fight. Why this is shown: Enemy zone-control against a hero with mobility 0-1; committed entry cannot be aborted. Strategic
- Your damage arrives over time and Ivy converts damage dealt into health, which makes the natural instinct — stay in the fight, keep the pressure on — the exact thing that loses it. Their sustain scales with how many targets are in front of them and how long the fight runs; yours does not scale at all. Either break contact and force them to re-approach on a cooldown, or bring healing reduction so the long fight stops being their format. Why this is shown: Enemy lifesteal-core against a hero with burst 0-1; lifesteal scales with fight length and target count. Strategic
- The Unstable Rift capture point is a 20m circle on a bridge, capture only progresses when no enemy is inside it, and everyone standing in it is revealed on the minimap. That is a purpose-built trap for Ivy. The mistake is treating the circle as the objective: you do not need to stand in it, you need them not to. Contest from outside the radius, deny with a single body at the edge, and let their area damage land on empty bridge. Why this is shown: Unstable Rift: 20m capture radius, progress halts while any enemy is inside, occupants revealed on the minimap. Strategic
Analyse this against your whole enemy team
A single matchup only tells you part of the story — which enemy to actually focus, and what to buy, depends on the other five. Open the tool with this matchup pre-loaded and add the rest.
Open in the matchup toolOther The Doorman matchups
The other side
Want to know how Ivy is supposed to play this?
Sources and method for this page
Ivy's kit and counterplay were compiled from 6 sources, cross-checked for patch 09-16-2026. Threat ratings compare this pairing against The Doorman's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.